snowe
06-28-2018, 09:41 AM
What is 'dynamic downscaling' in this context?
There are two examples:
First, for armor it implies temporarily, dynamically reducing the effect of an augment or mod to a lower tier version of that augment. For example, if the top tier of a piece of Fire Magic gear had a +23% base damage modifier on it, it might get downscaled to a lower tier version of +20%, +17%, +14%, +11%, +8% or +3 depending on the degree of downscaling.
Second, 'downscaling' would similarly affect player skills. For example, 'Fire Breath 6' does 597 fire damage at L70... downscaled it would behave like 'Firebreath 1-5' accordingly, inflicting between 40 and 468 fire damage depending on the degree of downscaling.
Why should this be done?
There are several reasons of convenience to mention: the potential for fewer skill icons in the skill book, higher level skills automatically adapting through downscaling to match much lower level skills, etc. The main benefits, however, two fold:
Most obviously, downscaling armor and skills to be within reasonable ranges for a given dungeon improves the experience of that dungeon for almost everyone. If, for example, Serbule Crypts downscaled everyone in it to L35 (meaning downscaling skills to L35- variants, and gear mods to L30 tier mods), you'd be back to needing a group to go down and take Kyrulek out. The current preferred method of having a bored L70 carry you on a Serbule Crypts boss tour would no longer be possible. Now, level 35 was chosen somewhat arbitrarily (5 levels higher than the gear dropped by the Rhino Guardian), but the idea is really more important than the specific number chosen. Similar caps in the Goblin Dungeon (40?) and Kur Tower (50?) could address some of the common issues being encountered (over-camping, AE farming trivializing content, etc.) today without otherwise nerfing specific skill lines.
Perhaps less obvious is an increased utility of lower level gear. Specifically, in the situation where vets are now PLing one skill through use of another, it typically benefits them greatly to use the highest level variants available under a 'main' L70 skill with high level augmented armor, and then treat their secondary skill as a token skill until level 50 or so. Making that high level gear less dominant by downscaling the mods in certain situations would lower the level at which it pays to properly gear for the skill set being played.
Where should this be done?
Every dungeon. It should *not* be done outside of dungeons, preserving the late-level BMoC feeling important to grind-heavy MMOs.
There are two examples:
First, for armor it implies temporarily, dynamically reducing the effect of an augment or mod to a lower tier version of that augment. For example, if the top tier of a piece of Fire Magic gear had a +23% base damage modifier on it, it might get downscaled to a lower tier version of +20%, +17%, +14%, +11%, +8% or +3 depending on the degree of downscaling.
Second, 'downscaling' would similarly affect player skills. For example, 'Fire Breath 6' does 597 fire damage at L70... downscaled it would behave like 'Firebreath 1-5' accordingly, inflicting between 40 and 468 fire damage depending on the degree of downscaling.
Why should this be done?
There are several reasons of convenience to mention: the potential for fewer skill icons in the skill book, higher level skills automatically adapting through downscaling to match much lower level skills, etc. The main benefits, however, two fold:
Most obviously, downscaling armor and skills to be within reasonable ranges for a given dungeon improves the experience of that dungeon for almost everyone. If, for example, Serbule Crypts downscaled everyone in it to L35 (meaning downscaling skills to L35- variants, and gear mods to L30 tier mods), you'd be back to needing a group to go down and take Kyrulek out. The current preferred method of having a bored L70 carry you on a Serbule Crypts boss tour would no longer be possible. Now, level 35 was chosen somewhat arbitrarily (5 levels higher than the gear dropped by the Rhino Guardian), but the idea is really more important than the specific number chosen. Similar caps in the Goblin Dungeon (40?) and Kur Tower (50?) could address some of the common issues being encountered (over-camping, AE farming trivializing content, etc.) today without otherwise nerfing specific skill lines.
Perhaps less obvious is an increased utility of lower level gear. Specifically, in the situation where vets are now PLing one skill through use of another, it typically benefits them greatly to use the highest level variants available under a 'main' L70 skill with high level augmented armor, and then treat their secondary skill as a token skill until level 50 or so. Making that high level gear less dominant by downscaling the mods in certain situations would lower the level at which it pays to properly gear for the skill set being played.
Where should this be done?
Every dungeon. It should *not* be done outside of dungeons, preserving the late-level BMoC feeling important to grind-heavy MMOs.